GPU/HW: Use GSVector instead of Rectangle
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@ -7,8 +7,8 @@
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#include "common/assert.h"
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#include "common/error.h"
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#include "common/file_system.h"
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#include "common/gsvector.h"
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#include "common/log.h"
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#include "common/rectangle.h"
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#include "common/string_util.h"
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#include "fmt/format.h"
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@ -179,7 +179,7 @@ bool D3DCommon::GetRequestedExclusiveFullscreenModeDesc(IDXGIFactory5* factory,
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DXGI_MODE_DESC* fullscreen_mode, IDXGIOutput** output)
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{
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// We need to find which monitor the window is located on.
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const Common::Rectangle<s32> client_rc_vec(window_rect.left, window_rect.top, window_rect.right, window_rect.bottom);
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const GSVector4i client_rc_vec(window_rect.left, window_rect.top, window_rect.right, window_rect.bottom);
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// The window might be on a different adapter to which we are rendering.. so we have to enumerate them all.
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HRESULT hr;
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@ -204,10 +204,9 @@ bool D3DCommon::GetRequestedExclusiveFullscreenModeDesc(IDXGIFactory5* factory,
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else if (FAILED(hr) || FAILED(this_output->GetDesc(&output_desc)))
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continue;
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const Common::Rectangle<s32> output_rc(output_desc.DesktopCoordinates.left, output_desc.DesktopCoordinates.top,
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output_desc.DesktopCoordinates.right,
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output_desc.DesktopCoordinates.bottom);
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if (!client_rc_vec.Intersects(output_rc))
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const GSVector4i output_rc(output_desc.DesktopCoordinates.left, output_desc.DesktopCoordinates.top,
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output_desc.DesktopCoordinates.right, output_desc.DesktopCoordinates.bottom);
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if (!client_rc_vec.rintersects(output_rc))
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{
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intersecting_output = std::move(this_output);
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break;
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